DGA Day

Thursday, March 7, 2013 from 1:00 PM to 6:30 PM (CET)

Ticket Information

Type

End

Quantity

free admission

Ended

Free

Thank you for registering for the DGA day on March 7. We are looking forward to see you!
In case you will not be able to attend after all, please let us know via email no later than 48 hours prior to the event. Please send your email to: contact@dutchgamesassociation.nl.
If you don't attend and don't give us prior notice we will send you an invoice in the amount of 25 euro (excluding VAT). Unfortunately, we had to implement this rule to bring down the number of no-shows.

Event Details

DGA day

7 March 2013

theme: Player Experience

REGISTRATION FOR THIS EVENT HAS BEEN CLOSED.

IF YOU WANT TO ATTEND, PLEASE SEND AN EMAIL TO CONTACT [@] DUTCHGAMESASSOCIATION.NL TO CHECK AVAILABILITY.

How do players experience games? That is an interesting question for people that make games. On March 7 the Player Experience theme will be discussed from various points of views, both academic and more practical.

The DGA day will be held at the NHTV campus in Breda. Due to the fact that their researchers and lecturors are mainly non-Dutch speakers, the sessions during this DGA day will be in English

Jeroen van der Heijden (Valsplat)Can you guarantee that your players will love your game? No. But a solid understanding of your players goes a long way. How? Watch them play your prototype. Tap into their minds (somtimes litarally). Know what they love. And for heaven’s sakes, don’t ask them what they want.Jeroen will share some thoughts, tricks and tales from the playtests at the Valsplat gamelab.

Niki Smit (Monobanda)Monobanda makes playful installations in public spaces. As gamedesigners, we like to think we have al lot of creativity. And, let's face it, it's fun to be creative! It makes you feel smart and productive. But can we share that feeling? Can we use our games to let people discover their own creativity?

Jeroen Stout (Stout Games)Games may combine various experiences - they may tell a story, allow the player to form his own story and may offer him some challenge. What it is we make interactive is still limited, however, both technically and culturally. A ‘grandfather clock’ design alternates between non-interactive story and consequential challenge, aspiring to mesh these two forms without too much ludonarrative dissonance. If we cut challenge from this, we are left with (at most) narrative ‘walking games’. Yet what if we succeed in making high-fidelity interaction sans consequence - would games suddenly excel at small emotions and fare poorly at violence?

Shoshannah Tekofsky (Tilburg University)'Does how you play, say something about who you are?' That is the central question in PsyOps Research conducted at Tilburg University. We gathered personality data from 13.000 Battlefield 3 players, and are currently investigating how that data relates to people's play styles. In my talk I'll lift a tip of the veil on some early findings, as well as speculate on how this type of research can help make games more engaging and informative.